
Well it took a little bit of fiddling but I got what I wanted. I needed to modify the rotation scripts so that when rezzed the turbines would be in a default (upright) position. I found that it was a bit dodgy using a rotating object directly with Builder's Buddy because the recording process can result in objects with mixed rotations, so I found a touch to start/stop rotation script and modified that:
integer onOff;
default {
state_entry(){
llTargetOmega(<0,0,0>,0,0);
}
touch_start(integer num_detected) {
vector windVector = llWind( ZERO_VECTOR);
float windSpeed = llVecMag( windVector);
onOff= !onOff;
llTargetOmega( < 0.0, 0.0, -2.0 >, windSpeed*onOff*1.5, 1.0 );
}
}
Now when the turbines are rezzed by the BB, they're in a static position. Touching them will toggle the spinning, which is related to the wind speed at that position at that time. Having seen wind turbines move in real life, I know that adjacent turbines can move at quite different speeds.
The two green turbines in the foreground are attached to the 2C landing pad which is currently out of shot, but it makes sense to have thing in this BB. When everything's in position it looks positioned correctly.